Quantumenace wrote: ↑
Thu Jul 11, 2019 10:37 pm
Interesting stuff. The second to last section took a bunch of tries though, and I was never able to get through without taking a hit.
There's a strange area in the section after the checkpoint. There's a Dry Bones under a ceiling you can't see, and if you try to jump over it you will probably run into the ceiling and take a hit. Underneath this is a pipe that is blocked off by switchable blocks that you can't switch off in this section. It makes it look like there's a hidden warp, but there isn't one.
There's a pretty large CPU load here. I think a major part of that is all the lineguide-enabled NPCs. Could the falling ones in the last section be replaced with retextured Wart bubbles or something?
Good points. I'll take a look at sorting these things out. The wart bubble idea is pretty smart. I hadn't thought of that for some reason. They're probably the cause for the cpu load yeah.
I'll also see about replacing the podoboos in the 2nd to last section with cloud drops with modified harm types and see if that works better for making it through the section without problems.
The pipe was moreso meant for foreshadowing since the section after the checkpoint is the section before the checkpoint, just upside-down. I think there are diagonal podoboos coming out of it? Unless I forgot to put them there. I can take a look at getting the dry bones to behave though.
E: Figured out what you meant by the invisible ceiling and implemented the other things you pointed out. Thanks for the suggestions, please give them a try. The download link has been updated.